Game Device, Message Display Method, Information Recording Medium and Program

ABSTRACT

A message acquiring unit ( 230 ) acquires a message from data received by a communication unit ( 210 ), i.e., acquires a message sent from another character. A decay rate calculating unit ( 260 ) senses the gap between the player character and another character and calculates the decay rate of the message sent from another character. A message display control unit ( 270 ) displays the message sent from another character by converting a part of the message to one or more masking characters based on the decay rate. That is, the message display control unit ( 270 ) determines the number of masking characters in accordance with the decay rate calculated by the decay rate calculating unit ( 260 ) and the number of letters in the message, and appropriately selects the determined number of letters from the message and substitutes masking characters for the selected letters.

TECHNICAL FIELD

The present invention relates to a game device, a method of displaying amessage, an information recording medium, and a program that provideease of grasping a range wherein a chat is feasible, in displayingmessages exchanged by the chat.

BACKGROUND ART

Conventionally, the use of techniques for communication betweenterminals connected with each other via the Internet or other networkshave been common. One example of the common techniques is a chat (textchatting). Chatting is mutual messaging that can be done by a pluralityof users connecting to a server via the Internet by using their personalcomputers.

In the chat of this sort, for example, when a user sends a message byhis/her own personal computer, the message is on the display of thepersonal computer of a counterpart of the chat.

On the other hand, the chat has become possible between game devices orthe like in network games (online games), in which the game devicesconnect to a game server via the Internet. A player can, for example,freely move his/her player character (the character controlled by theplayer) disposed in a virtual space, chat with other characters(characters controlled by other players) nearby, and exchangeinformation for progressing the game.

In such a network game, chat content is displayed in such arepresentation that the characters themselves are chatting in the gamefield. Therefore, the players can enjoy the game, feeling as if theythemselves were in the virtual space.

For the network game (game device), a technique of determining anappropriate display font size for each message to improve the visibilityof the game screen has also been disclosed (see e.g., Patent Literature1).

Patent Literature 1: Japanese Patent No. 3424822 (pp. 4-7, FIG. 2)

DISCLOSURE OF INVENTION

In such conventional network games as described above, in general, therange in which chatting is feasible is defined based on whether a lineardistance between characters is not larger than a prescribed one.Therefore, in some cases the chat becomes unnatural.

For example, if the distance between characters is barely within therange wherein a chat is feasible, the chat can be done normally butbecomes completely unfeasible when either character moves only a bit tocome out of the chat-feasible range. Therefore, when the characters areaway from each other by a certain distance, the only possible move ofthe characters for the players to keep the chat is either no move ormoves in such directions that the characters get closer.

This is because of the boundary of the range wherein the chat isfeasible, on which the existing statuses of feasibility of chat are onlyfeasible or infeasible, these feasibility statuses moreover switching ina moment, causing the impossibility of player to recognize the boundaryof the chat-feasible range.

Furthermore, even in a seemingly chat-infeasible situation where e.g. anobstacle (geographical object, building object, etc.) intervenes betweenthe characters, chatting can normally be done if they are within acertain distance.

As shown in FIG. 11A, for example, even in a case where a playercharacter Jc is outside a building B and another character Tc being achat counterpart is in the building B, they can chat as long as they arewithin a certain distance, and chatting is feasible normally, as shownin FIG. 11B.

A possible remedy to the defect is to separately determine thefeasibility of chatting based on whether an object can be seen from thecharacter (whether the situation is that an object is visible from theplayer's viewpoint), even if the object is within a certain distancefrom the character. That is, in the situation shown in FIG. 11A,chatting is prohibited because the player character Jc cannot seeanother character Tc (likewise, the another character Tc cannot see theplayer character Jc), for example.

Yet, such a chat feasibility determination based on whether onecharacter is visible from another could result in other inconvenience ina different situation.

For example, in a situation as shown in FIG. 11C that the playercharacter Jc and another character Tc cannot see each other because of acorner of a wall W, it would be not natural if chatting is madeinfeasible.

To fundamentally remedy such a defect, it is possible to change thedisplay font size like the invention described in Patent Literature 1identified above, in accordance with the distance between the charactersand the presence or absence of an obstacle or the like. For example, thedisplay font size may be made smaller as the distance between thecharacters becomes larger.

However, as concerns portable game devices, changing the display fontsize might not be appropriate, in the first place. That is, with thedisplay font size made smaller than a standard, the text may becomesubstantially unidentifiable (it is completely impossible to grasp thecontent of the message). On the other hand, it is possible to set adisplay font size that is larger than a standard as the normal displayfont size, with instead using the standard display font size as thereduced font size. However, due to the limitation of the display area,the number of letters that can be displayed becomes noticeably fewer insuch a normal situation in which the display font size larger than thestandard is used.

Hence, there has been a demand for a technique that makes it possible tograsp the range wherein a chat is feasible without changing the displayfont size.

The present invention was made to solve such a problem and an object ofthe present invention is to provide a game device, a method ofdisplaying message, an information recording medium, and a program thatprovide ease of grasping a range wherein a chat is feasible, indisplaying messages exchanged by the chat.

Means for Solving the Problem

A game device according to a first aspect of the present invention is agame device that displays messages exchanged between a plurality ofcharacters disposed in a common virtual space and including a playercharacter operated by a player. The game device includes an acquiringunit, a calculating unit, and a display control unit.

First, the acquiring unit acquires a letter string of a message utteredby another character. For example, the acquiring unit acquires a letterstring of a message uttered by the another character to the playercharacter or to still another character (including a letter string of amessage uttered to a nearby area, not addressed to a particularcharacter). The calculating unit calculates a decay rate (attenuationrate) of the message between the another character, which has utteredthe letter string of a message, and the player character, based on thepositional relationship between the characters (for example, thedistance between them in consideration of any obstacle, etc.). Then, thedisplay control unit displays the letter string of the message utteredby the another character by converting a part of the letter string ofthe message to one or more masking characters (turned letters) based onthe calculated decay rate.

That is, it is not that, at the boundary of the range wherein a chat isfeasible, a chat is made either feasible or infeasible, but that themessage is displayed with some part of it turned based on the decay ratethat accords to the distance (distance in consideration of obstacles),etc. between the another character and the player character. Hence, theboundary of the range wherein a chat is feasible can have some expanseby the presence/absence of masking characters in the message, the ratioof the masking characters, etc.

As a result, it is possible to provide ease of grasping a sense of rangeabout a range wherein a chat is feasible, in displaying messagesexchanged during a chat.

The game device described above may further include a path searchingunit that searches out a transmission path between the another characterand the player character, the transmission pass bypassing an obstaclethat exists between the another character and the player character, anda distance measuring unit that measures a distance between thecharacters that is weighted in accordance with the portion at which thesearched-out transmission path bypasses the obstacle. The calculatingunit may calculate the decay rate based on the distance between thecharacters measured by the distance measuring unit.

In this case, the decay rate is calculated based not only on thepresence or absence of an obstacle between the another character and theplayer character, but on the length of the transmission path that isweighted for the transmission path to bypass the obstacle. Therefore, adecay rate that is more realistic can be obtained and the number ofletters to be converted to masking characters in the message, etc. canbe more suitable.

The display control unit may change the ratio of masking characters inthe letter string of a message acquired by the acquiring unit, based onthe decay rate calculated by the calculating unit.

In this case, the decay rate can be calculated in accordance with thepositional relationship between the another character and the playercharacter, and the ratio of masking characters in the message can bemore suitable in correspondence with this decay rate.

The game device described above may further include a letter numberdetermining unit that determines a number of masking characters, inaccordance with the decay rate calculated by the calculating unit and anumber of letters included in the message acquired by the acquiringunit, and a letter converting unit that converts the determined numberof letters selected at random from the letter string of the message, toone or more masking characters. The display control unit may display theletter string resulting from the conversion to masking characters by theletter converting unit.

In this case, since the letters to be converted to the maskingcharacters are selected at random, a message can be displayed in variouspatterns, even if the positional relationship between another characterand the player character is the same.

The game device described above may further include a forbidden worddetermining unit that determines the presence or absence of apredetermined forbidden word in the letter string resulting from theconversion to one or more masking characters by the letter convertingunit. The display control unit may re-perform the conversion to one ormore masking characters, when the forbidden word determining unitdetermines that there is a forbidden word.

In this case, since those words whose use is prohibited in broadcasting,a discriminatory word, or the like is not to be displayed, and it istherefore possible to prevent the player from feeling offended.

A method of displaying message in accordance with a second aspect of thepresent invention is a method of displaying message for a game devicethat displays messages exchanged between a plurality of characters beingdisposed in a common virtual space and including a player characteroperated by a player. The method includes an acquiring step, acalculating step, and a display controlling step.

First, at the acquiring step, a letter string of a message uttered byanother character is acquired. For example, a letter string of a messageuttered by another character to the player character or to still anothercharacter is acquired. At the calculating step, based on the positionalrelationship between another character, which has uttered the letterstring of a message, and the player character (for example, based on thedistance between them in consideration of any obstacle, etc.), the decayrate of the message between the characters is calculated. Then, at thedisplay controlling step, the letter string of a message is displayed onthe game screen with a part of the letter string of the messageconverted to one or more masking characters based on the calculateddecay rate.

That is, at the boundary of the range wherein a chat is feasible, themessage is displayed with a part of it converted to one or more maskingcharacters, based on the decay rate that accords to the distance(distance in consideration of an obstacle, etc.) between anothercharacter and the player character, not based on whether chatting isfeasible or infeasible. Hence, the boundary of the range wherein a chatis feasible can have some expanse by the presence or absence of maskingcharacters in the message, the ratio of the masking characters, etc.

As a result, it is possible to provide ease of grasping a sense of rangeabout a range wherein a chat is feasible, in displaying messagesexchanged during a chat.

An information recording medium according to a third aspect of thepresent invention stores a program that controls a computer (includingan electronic device) to function as the game device described above.

A program according to a fourth aspect of the present invention controlsa computer (including an electronic device) to function as the gamedevice described above.

The program can be recorded on a computer-readable information recordingmedium such as a compact disk, a flexible disk, a hard disk, amagneto-optical disk, a digital video disk, a magnetic tape, asemiconductor memory, etc.

The program can be distributed or sold via a computer communicationnetwork independently from a computer on which the program is to beexecuted. The information recording medium can be distributed or soldindependently from the computer.

EFFECT OF THE INVENTION

According to the present invention, it is possible to provide ease ofgrasping a sense of range about a range wherein a chat is feasible, indisplaying messages exchanged during a chat.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a block diagram showing a schematic configuration of a gamedevice according to an embodiment of the present invention.

FIG. 2 is a block diagram showing a schematic configuration of a messagedisplay device according to an embodiment of the present invention.

FIG. 3A is a diagram for explaining a transmission path that leads froma character to a character.

FIG. 3B is a diagram for explaining a transmission path that leads fromplayer character to another character.

FIG. 3C is a graph showing an example relationship between the length ofa transmission path and the decay rate.

FIG. 4A is a diagram for explaining another transmission path that leadsfrom player character to another character.

FIG. 4B is a diagram for explaining the another transmission path thatleads from player character to another character.

FIG. 5A is a diagram showing an example message sent.

FIG. 5B is a diagram showing an example message that is partiallysubstituted for by masking characters.

FIG. 5C is a diagram showing an example message that is partiallysubstituted for by masking characters.

FIG. 5D is a diagram showing an example message that is partiallysubstituted for by masking characters.

FIG. 6A is a diagram showing an example disposition of characters in avirtual space.

FIG. 6B is a diagram showing an example game screen.

FIG. 7 is a flowchart showing an example message display processaccording to an embodiment of the present invention.

FIG. 8A is a diagram which is referred to in specifically explainingeach procedure in the message display process.

FIG. 8B is a diagram which is referred to in specifically explainingeach procedure in the message display process.

FIG. 8C is a diagram which is referred to in specifically explainingeach procedure in the message display process.

FIG. 8D is a diagram which is referred to in specifically explainingeach procedure in the message display process.

FIG. 8E is a diagram which is referred to in specifically explainingeach procedure in the message display process.

FIG. 9A is a diagram showing an example of a move of a player characterand a displayed message accompanied thereby.

FIG. 9B is a diagram showing an example of a move of a player characterand a displayed message accompanied thereby.

FIG. 9C is a diagram showing an example of a move of a player characterand a displayed message accompanied thereby.

FIG. 9D is a diagram showing an example of a move of a player characterand a displayed message accompanied thereby.

FIG. 10 is a block diagram showing a schematic configuration of amessage display device according to another embodiment of the presentinvention.

FIG. 11A is a schematic diagram for explaining a problem in aconventional game device.

FIG. 11B is a schematic diagram for explaining a problem in aconventional game device.

FIG. 11C is a schematic diagram for explaining a problem in aconventional game device

EXPLANATION OF REFERENCE NUMERALS

-   -   100 game device    -   101 CPU    -   102 ROM    -   103 RAM    -   104 interface    -   105 controller    -   106 external memory    -   107 DVD-ROM drive    -   108 image processing unit    -   109 sound processing unit    -   110 NIC    -   200 message display device    -   210 communication unit    -   220 operation unit    -   230 message acquiring unit    -   240 object storage unit    -   250 character position managing unit    -   260 decay rate calculating unit    -   270 message display control unit    -   280 image generating unit    -   290 dictionary data

BEST MODE FOR CARRYING OUT THE INVENTION

Embodiments of the present invention will be described below. For easeof understanding, the embodiments below of the present invention aredescribed as applications to game devices. However, the presentinvention may be similarly applied to information processing devices,such as various computers, PDAs, or mobile phones. In other words, theembodiments described below are provided to give explanations, not tolimit the scope of the present invention. Therefore, those skilled inthe art can adopt embodiments in which some or all of the elementsherein have been replaced with respective equivalents, and suchembodiments are also to be included within the scope of the presentinvention.

Embodiment 1

FIG. 1 is a schematic diagram showing a schematic configuration of atypical game device by which a message display device according to anembodiment of the present invention is realized. The followingexplanation will be given with reference to FIG. 1.

A game device 100 includes a Central Processing Unit (CPU) 101, a ReadOnly Memory (ROM) 102, a Random Access Memory (RAM) 103, an interface104, a controller 105, an external memory 106, a Digital Versatile Disk(DVD)-ROM drive 107, an image processing unit 108, a sound processingunit 109, and a Network Interface Card (NIC) 110.

When a DVD-ROM that stores a game program and data is inserted to theDVD-ROM drive 107 and the game device 100 is turned on, the program isexecuted and a message display device according to the presentembodiment is realized.

The CPU 101 controls the entire operation of the game device 100, and isconnected to each component to exchange control signals and data withit.

An Initial Program Loader (IPL), which is executed immediately after thepower is turned on, is stored in the ROM 102, and when executed, makes aprogram stored on the DVD-ROM be read into the RAM 103 and executed bythe CPU 101. Further, an operating system program and various data thatare necessary for controlling the operation of the whole game device 100are stored in the ROM 102.

The RAM 103 is a temporary memory for data and programs, and retains aprogram and data read out from the DVD-ROM and data necessary for gameproceeding and chat communications.

The controller 105 connected via the interface 104 receives an operationinput given by a user for playing a game. For example, the controller105 receives an input of a letter string (message), etc. in response toan operation input.

The external memory 106 detachably connected via the interface 104rewritably stores data representing a progress status of a game, log(record) data of chat communications, etc. As needed, a user can recordsuch data into the external memory 106 by entering an instruction inputvia the controller 105.

A DVD-ROM to be mounted on the DVD-ROM drive 107 stores a program forrealizing a game and image data and sound data that accompany the game.Under the control of the CPU 101, the DVD-ROM drive 107 performs areading process to the DVD-ROM mounted thereon to read out a necessaryprogram and data, which are to be temporarily stored in the RAM 103,etc.

The image processing unit 108 processes data read out from a DVD-ROM bymeans of the CPU 101 and an image calculation processor (unillustrated)possessed by the image processing unit 108, and records the processeddata in a frame memory (unillustrated) possessed by the image processingunit 108. Image information recorded in the frame memory is converted tovideo signals at predetermined synchronization timings and outputed to amonitor (unillustrated) connected to the image processing unit 108. Thisenables various types of image display.

The image calculation processor can perform, at a high speed, overlaycalculation of two-dimensional images, transparency calculation such asα blending, etc., and various saturation calculations.

The image calculation processor can perform a high-speed calculation ofrendering polygon information that is disposed in a virtualthree-dimensional space and affixed with various texture information byZ buffering and obtaining a rendered image of the polygon disposed inthe virtual three-dimensional space from a predetermined view position.

Furthermore, the CPU 101 and the image calculation processor can work incooperation to depict a string of letters as a two-dimensional image inthe frame memory or on a surface of a polygon in accordance with fontinformation that defines the shape of the letters. The font informationis stored in the ROM 102, but dedicated font information stored in aDVD-ROM may be used.

The sound processing unit 109 converts sound data read out from aDVD-ROM into an analog sound signal and outputs it from a speaker(unillustrated) connected thereto. Further, under the control of the CPU101, the sound processing unit 109 generates a sound effect or musicdata that shall be released in the progress of a game, and outputs asound corresponding to the data from the speaker.

The NIC 110 connects the game device 100 to a computer communicationnetwork (unillustrated) such as the Internet, etc. The NIC 110 isconstituted by a 10BASE-T/100BASE-T product used for building a LocalArea Network (LAN), an analog modem, an Integrated Services DigitalNetwork (ISDN) modem, or an Asymmetric Digital Subscriber Line (ADSL)modem for connecting to the Internet via a telephone line, a cable modemfor connecting to the Internet via a cable television line, or the like,and an interface (unillustrated) that intermediates between any of theseand the CPU 101.

The game device 100 may use a large capacity external storage devicesuch a hard disk or the like and configure it to serve the same functionas the ROM 102, the RAM 103, the external memory 106, a DVD-ROM mountedon the DVD-ROM drive 107, or the like.

It is also possible to employ an embodiment in which a keyboard forreceiving an input for editing a text string from a user, a mouse forreceiving a position designation or a selection input of various kindsfrom a user, etc. are connected.

An ordinary computer (general-purpose personal computer or the like) maybe used instead of the game device 100 according to the presentembodiment as the message display device. For example, an ordinarycomputer includes, likewise the game device 100 described above, a CPU aRAM, a ROM, a DVD-ROM drive, and an NIC, an image processing unit withsimpler capabilities than those of the game device 100, and a hard diskas its external storage device with also compatibility with a flexibledisk, a magneto-optical disk, a magnetic tape, etc. Such a computer usesa keyboard, a mouse, etc. instead of the controller 105 as its inputdevice. When a game program is installed on the computer and executed,the computer functions as the message display device.

(Schematic Configuration of the Message Display Device)

FIG. 2 is a schematic diagram showing a schematic configuration of themessage display device according to the present embodiment. As anexample, the message display device is a device that displays messages(chat data) exchanged between characters, which may be a playercharacter (character operated by a player) and another character(character operated by another player) that are disposed in a commonvirtual space. The following explanation will be given with reference toFIG. 2.

The message display device 200 includes a communication unit 210, anoperation unit 220, a message acquiring unit 230, an object storage unit240, a character position managing unit 250, a decay rate calculatingunit 260, a message display control unit 270, and an image generatingunit 280.

The communication unit 210 connects to a server (game server or thelike) via a network such as the Internet, and sends and receives variousdata.

For example, the communication unit 210 sends information representingthe position of the player character managed by the character positionmanaging unit 250, a message input by the player from the operation unit220, etc. to the server.

The communication unit 210 receives information representing theposition of the another character, a message (chat data) from theanother character (another player), etc. that are sent from the server.The communication unit 210 supplies the received position information ofanother character to the character position managing unit 250, andsupplies the received message to the message acquiring unit 230.

The NIC 110 can function as such a communication unit 210.

The operation unit 220 receives information representing an instructionto the player character, a message addressed to another character tochat with, in response to an operation by the player. That is, theoperation unit 220 receives an instruction to move or an instruction toact in some way addressed to the player character in the virtual space,and receives a message from the player addressed to another player.

The controller 105 can function as such an operation unit 220.

The message acquiring unit 230 acquires a message from data received bythe communication unit 210. That is, the message acquiring unit 230acquires a message sent from another character (for example, a messageaddressed to the player character or addressed to still anothercharacter).

The message acquiring unit 230 also acquires a message input by theplayer (a message addressed to another character). At this time, themessage acquiring unit 230 may directly acquire a message input from theoperation unit 220, or may acquire a message that is echoed back fromthe server.

The CPU 101 can function as such a message acquiring unit 230.

The object storage unit 240 stores information regarding characters andother objects disposed in a virtual space.

For example, the object storage unit 240 stores information regardingcharacter objects such as the player character, other characters, etc.,and other objects such as fixed objects (geography, buildings, walls,etc.) that are disposed in a field or the like.

It is assumed that the object storage unit 240 also stores informationrepresenting positions in the virtual space of, for example, fixedobjects, whose position in the virtual space does not change.

The RAM 103 can store as such an object storage unit 240.

The character position managing unit 250 manages position information(current position, etc.) of objects such as the player character andother characters, whose position in the virtual space changes. Forexample, since the player character changes its position in the virtualspace in accordance with an instruction to move received via theoperation unit 220, the character position managing unit 250 managesposition information of the player character. Likewise, since anothercharacter changes its position in the virtual space in response to anoperation of the another player (to be more specific, in response toposition information of the another character sent from the server), thecharacter position managing unit 250 manages the position information ofthe another character.

The RAM 103 and the CPU 101 can function as such a character positionmanaging unit 250.

The decay rate calculating unit 260 senses the gap between the playercharacter and another character, and calculates the rate of decay of amessage sent from another character.

For example, the decay rate calculating unit 260 includes a pathsearching unit 261 and a distance measuring unit 262. When the messageacquiring unit 230 acquires a message sent from another character, thepath searching unit 261 first searches out the shortest transmissionpath that leads from the player character to the another character. In acase where there is an obstacle in between, the path searching unit 261searches out a transmission path that runs off (goes around) theobstacle. Then, the distance measuring unit 262 measures the length ofthe searched-out transmission path. That is, the decay rate calculatingunit 260 calculates the decay rate based on the length of thetransmission path.

To be more specific, an example case will now be explained, in which themap of a virtual space is managed as latticed grid as shown in FIGS. 3Aand 3B. To facilitate the understanding of the explanation, theexplanation will be given by means of a two-dimensional (planar) map.However, in the case of a three-dimensional (cubic) map, a sterictransmission path will be searched out in a like manner.

The path searching unit 261 searches out a shortest linear transmissionpath K1, in a case where there is no obstacle between the playercharacter Jc and another character Tc as shown in FIG. 3A. On the otherhand, in a case where there is an obstacle between the characters, i.e.,in the case shown in FIG. 3B, the path searching unit 261 searches out ashortest transmission path K2 that bypasses the obstacle. The distancemeasuring unit 262 measures the length of the transmission path K1 orthe transmission path K2 searched out in this manner. Then, the decayrate calculating unit 260 calculates a decay rate that accords to thelength of the transmission path.

As an example, the decay rate calculating unit 260 derives the decayrate that accords to the length according to a graph shown in FIG. 3Cthat indicates the relationship between length and decay rate.

The length of the transmission path is calculated with an appropriateweight put on a bend portion (a portion at which the path bends to getaround the obstacle).

That is, when measuring the length of the transmission path K1 shown inFIG. 3A, the distance measuring unit 262 measures straightforward thelength to be 9 (amounting from 9 grid squares) because there is no bentin the path. On the other hand, when measuring the length of thetransmission path K2 shown in FIG. 3B where there are two bent portions,the distance measuring unit 262 measures the length to be 10.5 from“3+(3×1.5)+(2×1.5)”, provided that each bent shall be weighted withmultiplication by 1.5.

Then, the decay rate calculating unit 260 calculates the decay rate ofthe transmission path K1 (length 9) to be 1.0 (no decay), whilecalculating the decay rate of the transmission path K2 (length 10.5) tobe 0.7 (a 30% decay), by, for example, referring to the graph of FIG.3C.

It is possible to make application to a virtual space map not managed inthe form of a grid.

For example, in the case of a free-form map as shown in FIG. 4A notmanaged in the form of a grid, the path searching unit 261 searches outa shortest transmission path K3 that leads from the player character Jcto another character Tc by bypassing the obstacle. In such a free-formmap, the length of the transmission path K3 is calculated with a weightdetermined in accordance with the angle of a bend portion.

As an example, the distance measuring unit 262 puts weights that accordsto the angles (angle α and angle β) of the bend portions as shown inFIG. 4B, and calculates the length of the transmission path K3. Then,the decay rate calculating unit 260 calculates the decay rate of thetransmission path K3 based on a graph as shown in FIG. 3C mentionedabove.

Returning to FIG. 2, the decay rate calculating unit 260 supplies thedecay rate of the transmission path obtained in this manner to themessage display control unit 270.

The CPU 101 functions as such a decay rate calculating unit 260.

The message display control unit 270 displays a message sent from theanother character by converting the message text partially to maskingcharacters (turned letters) based on the decay rate.

Specifically, the message display control unit 270 includes a letternumber determining unit 271 and a letter converting unit 272. The letternumber determining unit 271 first determines the number of maskingcharacters in accordance with the relationship between the decay ratecalculated by the decay rate calculating unit 260 and the number ofletters in the sent message. For example, in a case where the calculateddecay rate is 0.7 and the number of letters in the received message is10, the letter number determining unit 271 determines the number ofmasking characters to 3 from “10−(10×0.7)”.

Then, the letter converting unit 272 appropriately selects thedetermined number of letters from the message, and converts the selectedletters to masking characters (substitutes masking characters for theselected letters). The letter converting unit 272 may select letters atrandom from the message or may regularly select letters in accordancewith a predetermined logic.

That is, for example, the letter number determining unit 271 selects atrandom three letters from a 10-letter message shown in FIG. 5A, and theletter converting unit 272 converts each selected letter to maskingcharacters as shown in FIG. 5B. In this manner, the message displaycontrol unit 270 displays a message, in which some of the letters havebeen converted to masking characters. The form of masking characters isnot limited to this but arbitrary. For other examples, maskingcharacters having the forms shown in FIG. 5C and FIG. 5D may be used toconvert and display a message.

The CPU 101 and the image processing unit 108 can function as such amessage display control unit 270.

Referring back to FIG. 2, the image generating unit 280 generates a gameimage based on the information stored (and managed) by the objectstorage unit 240 and the character position managing unit 250. Forexample, the image generating unit 280 disposes objects such as fixedobjects, etc. stored in the object storage unit 240 at predeterminedpositions in a virtual space, and disposes objects such as the playercharacter and other characters stored in the object storage unit 240 atcurrent positions managed by the character position managing unit 250.Then, the image generating unit 280 performs perspective transformationon each object from a predetermined view point, removes hidden surfaces,performs texture mapping, etc. and thereby generates a display gameimage.

A message generated by the message display control unit 270 is combinedwith and displayed together with the display game image.

As an example, as shown in FIG. 6A, in a case where the player characterJc and another character Tc are disposed in the virtual space atpositions at which they cannot see each other because of a corner of awall W, when a message is sent from the another character Tc, the imagegenerating unit 280 generates a game image that includes the message Mfrom the another character Tc as shown in FIG. 6B.

The game image of FIG. 6B is an example diagram whose view point is setat a predetermined point behind and above the player character Jc.

Further, FIG. 6B shows an example in which the message is displayed in aspeech balloon. The method of displaying chat messages is not limited tothis but arbitrary. For example, a display region used exclusively forchatting may be disposed separately and a message may be displayed inthe region.

The image processing unit 108 can function as such an image generatingunit 280.

(Overview of the Operation of the Message Display Device)

FIG. 7 is a flowchart showing the flow of a message display processperformed by the message display device 200 having the configurationdescribed above. The operation of the message display device 200 willnow be explained below with reference to FIG. 7. While a predeterminedgame in which a player character, other characters, etc. appear is run,this message display process is performed repetitively when a chatmessage is sent from another character (another player).

First, upon acquiring a message, the message display device 200identifies another character that has sent the message, and senses thegap between the player character and the another character (step S301).That is, the message display device 200 acquires the disposition of thefixed objects, the player character, and the another character based onthe information stored (and managed) by the object storage unit 240 andthe character position managing unit 250.

For example, the message display device 200 acquires the disposition ofthe fixed objects such as a building, a wall W, etc., and the playercharacter Jc, and the another character Tc as shown in FIG. 8A. As anexample, a case in which the virtual space map is managed as a latticedgrid will be explained below. Furthermore, for facilitating theunderstanding, a plan view of the three-dimensional virtual space seenfrom above is shown.

The message display device 200 searches for the shortest transmissionpath between the characters (step S302).

For example, the message display device 200 searches out the shortesttransmission path K that leads from the player character Jc to anothercharacter Tc as shown in FIG. 8B.

The message display device 200 calculates the length of the searched-outtransmission path and calculates the decay rate (step S303).

Specifically, the message display device 200 first calculates thetransmission path by taking into consideration the bend portion. Forexample, the length of the transmission path K shown in FIG. 8B is 12,from “6+(4×1.5)”, provided that each bend portion is weighted withmultiplication by 1.5.

Then, the message display device 200 calculates the decay rate inaccordance with the length of the transmission path K. For example, in acase where the decay rate shall be determined in accordance with thegraph shown in FIG. 3C mentioned above, the decay rate for the length 12is 0.4 (a 60% decay).

The message display device 200 determines whether the calculated decayrate is higher than 0 or not (step S304). That is, the message displaydevice 200 determines whether the characters are too distant from eachother to chat.

When determined that the decay rate is not higher than 0 (the decay rateis 0) (step S304; No), the message display device 200 displays nomessage, and terminates the message display process.

On the other hand, when determined that the decay rate is higher than 0(step S304; Yes), the message display device 200 determines whether thedecay rate is 1.0 (no decay) or not (step S305). That is, the messagedisplay device 200 determines whether the distance (transmissiondistance) between the characters is short enough for them to chatnormally.

When determined that the decay rate is 1.0 (step S305; Yes), the messagedisplay device 200 advances the flow to step S308, which will bedescribed later.

On the other hand, when determined that the decay rate is not 1.0 (lowerthan 1.0) (step S305; No), the message display device 200 determines thenumber of masking characters that correspond to the message, inaccordance with the decay rate (step S306).

For example, in a case where the decay rate is 0.4 and the number ofletters in the message is 20, the number of masking characters is 12,from “20−(20×0.4)”.

The message display device 200 selects the determined number of lettersfrom the message, and substitutes masking characters for the selectedletters (step S307).

Specifically, in a case where a message including 20 letters as shown inFIG. 8C is sent from another character Tc, the message display device200 selects twelve letters from the message, for example, at random.Then, the message display device 200 substitutes masking characters forthe selected letters as shown in FIG. 8D.

The message display device 200 combines the message with a game imageand displays the combined image (step S308).

For example, the message display device 200 displays a message M fromanother character Tc who cannot be seen as hidden behind an obstacle (awall or the like) in the game screen, as shown in FIG. 8E.

Therefore, the player can recognize the presence of a character which isnot in sight as hidden behind the obstacle but can be a chatcounterpart, and can sense how much degree this character is out of therange wherein a chat is feasible, by taking into consideration themasking characters included in the message and the ratio of the maskingcharacters, etc.

This message display process is performed repetitively at predeterminedregular timings while the message is being acquired. Therefore, forexample, when either or both of the player character Jc and anothercharacter Tc move(s) from the state shown in FIG. 8B and the length ofthe transmission path K between the characters changes, the decay rateincreases or decreases and the ratio of masking characters in themessage changes in accordance with the movement.

For example, as shown in FIG. 9A, when the player character Jc movesforward, the transmission path K shortens to a length 11, and the decayrate increases to 0.6 (a 40% decay). Accordingly, the number of maskingcharacters decreases to 8, and as shown in FIG. 9B, the content of thedisplayed message M gradually becomes apparent.

When the player character Jc further moves forward, the transmissionpath K shortens to a length 10 as shown in FIG. 9C, and the decay rateincreases to 0.8 (a 20% decay). Accordingly, the number of maskingcharacters decreases to 4, and as shown in FIG. 9D, the content of thedisplayed message M is almost apparent.

Hence, if the player feels no interest in the content of the message Mat this instant, the player character Jc no longer needs to move forwardbut can move in a different direction and find still another character,etc.

Conversely, if the player feels interested in the content of the messageM, the player can have the message with no masking characters displayedand continue the chat, by further moving the player character Jcforward, because such move shortens the transmission path K to a length9 and increases the decay rate to 1.0.

In this way, at the boundary of the range wherein a chat is feasible,the message display process displays the message by substituting maskingcharacters for a part of the message. The boundary of the range whereina chat is feasible can have some expanse by the presence or absence ofmasking characters in the message, the ratio of the masking characters,etc., and the player can easily grasp the sense of range about the rangewherein a chat is feasible.

Another Embodiment

The embodiment described above has explained an example case ofsubstituting masking characters for random part of a message. Hence, themessage with substitutive masking characters might read in a differentinappropriate meaning that is not intended.

That is, reading a message by skipping masking characters mightaccidentally form a malign letter string of a forbidden word (such as aword that is not suitable as broadcast terminology, a discriminatoryword, etc.).

Hence, the suitability of the message including substitutive maskingcharacters may be verified.

For example, as shown in FIG. 10, the message display device 200 furtherincludes dictionary data 290 that stores various forbidden words in asearchable form. The message display control unit 270 further includes aforbidden word determining unit 273.

The forbidden word determining unit 273 verifies whether no forbiddenword is included in a message resulting from substitution with maskingcharacters, by using the dictionary data 290.

That is, the message display control unit 270 randomly selects lettersto be substituted for by masking characters, generates a letter stringfrom which the selected letters are removed, and by the forbidden worddetermining unit 273, determines whether each forbidden word can besearched out from the letter string.

In a case where any forbidden word is searched out, the message displaycontrol unit 270 redoes random selecting of letters to be substitutedfor by masking characters, generates a letter string from which theselected letters are removed, and again subjects the letter string tothe determination by the forbidden word determining unit 273.

When it is verified that the letter string does not include any of theforbidden words, the message display control unit 270 displays themessage resulting from the substitution of the masking characters.

Hence, an unintended inappropriate message can be prevented from beingdisplayed.

The embodiments described above have explained the case of displayingchat messages. However, messages that can be displayed are not limitedto chat data but arbitrary.

For example, the present invention can likewise be applied to thedisplay of messages on an electric bulletin board, an advertising sign,etc. in a virtual space, where masking characters will be partiallysubstituted in accordance with the distance between the electricbulletin board and the player character, etc.

The present application claims priority to Japanese Patent ApplicationNo. 2006-283451, the content of which is incorporated herein in itsentirety.

INDUSTRIAL APPLICABILITY

As explained above, according to the present invention, it is possibleto provide a game device, a method of displaying message, an informationrecording medium, and a program that are suitable for providing ease ofgrasping a range wherein a chat is feasible, in displaying messagesexchanged by the chat.

1. A game device that displays a message uttered by a character of aplurality of characters being disposed in a common virtual space andincluding a player character operated by a player, the game devicecomprising: an acquiring unit (230) that acquires a message uttered byanother character; a calculating unit (260) that calculates a decay rateof the message based on a positional relationship between the anothercharacter, which has uttered the message, and the player character; anda display control unit (270) that displays the message so that a part ofthe message is converted into one or more masking characters based onthe calculated decay rate.
 2. The game device according to claim 1,further comprising: a path searching unit (261) that searches out atransmission path between the another character and the playercharacter, the transmission path bypassing an obstacle that existsbetween the another character and the player character; and a distancemeasuring unit (262) that measures a distance between the characters,the distance being weighted in accordance with a portion at which thesearched-out transmission path bypasses the obstacle, wherein thecalculating unit (260) calculates the decay rate based on the distancebetween the characters measured by the distance measuring unit (262). 3.The game device according to claim 1, wherein the display control unit(270) changes a ratio of masking characters of a substitution, inaccordance with the decay rate calculated by the calculating unit (260).4. The game device according to claim 1, further comprising: a letternumber determining unit (271) that determines a number of maskingcharacters, in accordance with the decay rate calculated by thecalculating unit (260) and a number of letters included in the messageacquired by the acquiring unit (230); and a letter converting unit (272)that converts the determined number of letters selected at random fromthe message, to one or more masking characters, wherein the displaycontrol unit (270) displays the message resulting from the conversion toone or more masking characters by the letter converting unit (272). 5.The game device according to claim 1, further comprising: a forbiddenword determining unit (273) that determines presence or absence of apredetermined forbidden word in the message resulting from theconversion to one or more masking characters, wherein the displaycontrol unit (270) re-performs the conversion to one or more maskingcharacters, when the forbidden word determining unit (273) determinesthat there is a forbidden word.
 6. A method of displaying a message fora game device that displays a message uttered by a character of aplurality of characters being disposed in a common virtual space andincluding a player character operated by a player, the methodcomprising: an acquiring step (S301) of acquiring a message uttered byanother character; a calculating step (S303) of calculating a decay rateof the message based on a positional relationship between the anothercharacter which has uttered the message and the player character; and adisplay controlling step (S307) of displaying the message so that a partof the message is converted into one or more masking characters based onthe calculated decay rate.
 7. An information recording medium storing aprogram that controls a computer that displays a message uttered by acharacter of a plurality of characters disposed in a common virtualspace and including a player character operated by the player, theprogram controlling the computer to function as: an acquiring unit (230)that acquires a message uttered by another character; a calculating unit(260) that calculates a decay rate of the message based on a positionalrelationship between the another character, which has uttered themessage, and the player character; and a display control unit (270) thatdisplays the message so that a part of the message is converted into oneor more masking characters based on the calculated decay rate.
 8. Aprogram that controls a computer that displays a message uttered by acharacter of a plurality of characters disposed in a common virtualspace, and including a player character operated by the player, theprogram controlling the computer to function as: an acquiring unit (230)that acquires a message uttered by another character; a calculating unit(260) that calculates a decay rate of the message based on a positionalrelationship between the another character, which has uttered themessage, and the player character; and a display control unit (270) thatdisplays the message so that a part of the message is converted into oneor more masking characters based on the calculated decay rate.